/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_TRAVELLER_H
#define ARKCORE_TRAVELLER_H

#include "Creature.h"
#include "Player.h"
#include <cassert>

/** Traveller is a wrapper for units (creatures or players) that
 * travel from point A to point B using the destination holder.
 */
#define PLAYER_FLIGHT_SPEED        32.0f

template<class T>
struct Traveller
{
    T &i_traveller;
    Traveller (T &t) :
            i_traveller(t)
    {
    }
    Traveller (const Traveller &obj) :
            i_traveller(obj)
    {
    }
    Traveller& operator= (const Traveller &obj)
    {
        this->~Traveller();
        new (this) Traveller(obj);
        return *this;
    }

    operator T& (void)
    {
        return i_traveller;
    }
    operator const T& (void)
    {
        return i_traveller;
    }
    float GetPositionX () const
    {
        return i_traveller.GetPositionX();
    }
    float GetPositionY () const
    {
        return i_traveller.GetPositionY();
    }
    float GetPositionZ () const
    {
        return i_traveller.GetPositionZ();
    }
    T& GetTraveller (void)
    {
        return i_traveller;
    }

    float Speed (void)
    {
        ASSERT(false);
        return 0.0f;
    }
    float GetMoveDestinationTo (float x, float y, float z);
    uint32 GetTotalTrevelTimeTo (float x, float y, float z);

    void Relocation (float x, float y, float z, float orientation)
    {
    }
    void Relocation (float x, float y, float z)
    {
        Relocation(x, y, z, i_traveller.GetOrientation());
    }
    void MoveTo (float x, float y, float z, uint32 t)
    {
    }
};

template<class T>
inline uint32 Traveller<T>::GetTotalTrevelTimeTo (float x, float y, float z)
{
    float dist = GetMoveDestinationTo(x, y, z);
    float speed = Speed();
    if (speed < 0.0f)
        return 0xfffffffe;          // almost infinity-unit should stop
    else
        speed *= 0.001f;          // speed is in seconds so convert from second to millisecond
    return static_cast<uint32>(dist / speed);
}

// specialization for creatures
template<>
inline float Traveller<Creature>::Speed ()
{
    if (i_traveller.HasUnitState(UNIT_STAT_CHARGING))
        return i_traveller.m_TempSpeed;
    else if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_WALKING))
        return i_traveller.GetSpeed(MOVE_WALK);
    else if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
        return i_traveller.GetSpeed(MOVE_FLIGHT);
    else
        return i_traveller.GetSpeed(MOVE_RUN);
}

template<>
inline void Traveller<Creature>::Relocation (float x, float y, float z, float orientation)
{
    i_traveller.SetPosition(x, y, z, orientation);
}

template<>
inline float Traveller<Creature>::GetMoveDestinationTo (float x, float y, float z)
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();
    float dz = z - GetPositionZ();

    //if (i_traveller.HasUnitMovementFlag(MOVEMENTFLAG_FLYING))
    return sqrt((dx * dx) + (dy * dy) + (dz * dz));
    //else                                                    //Walking on the ground
    //    return sqrt((dx*dx) + (dy*dy));
}

template<>
inline void Traveller<Creature>::MoveTo (float x, float y, float z, uint32 t)
{
    //i_traveller.AI_SendMoveToPacket(x, y, z, t, i_traveller.GetUnitMovementFlags(), 0);
    i_traveller.SendMonsterMove(x, y, z, t);
}

// specialization for players
template<>
inline float Traveller<Player>::Speed ()
{
    if (i_traveller.HasUnitState(UNIT_STAT_CHARGING))
        return i_traveller.m_TempSpeed;
    else if (i_traveller.isInFlight())
        return PLAYER_FLIGHT_SPEED;
    else
        return i_traveller.GetSpeed(i_traveller.m_movementInfo.HasMovementFlag(MOVEMENTFLAG_WALKING) ? MOVE_WALK : MOVE_RUN);
}

template<>
inline float Traveller<Player>::GetMoveDestinationTo (float x, float y, float z)
{
    float dx = x - GetPositionX();
    float dy = y - GetPositionY();
    float dz = z - GetPositionZ();

    //if (i_traveller.isInFlight())
    return sqrt((dx * dx) + (dy * dy) + (dz * dz));
    //else                                                    //Walking on the ground
    //    return sqrt((dx*dx) + (dy*dy));
}

template<>
inline void Traveller<Player>::Relocation (float x, float y, float z, float orientation)
{
    i_traveller.SetPosition(x, y, z, orientation);
}

template<>
inline void Traveller<Player>::MoveTo (float x, float y, float z, uint32 t)
{
    //Only send MOVEMENTFLAG_WALKING, client has strange issues with other move flags
    i_traveller.SendMonsterMove(x, y, z, t);
}

typedef Traveller<Creature> CreatureTraveller;
typedef Traveller<Player> PlayerTraveller;
#endif
